| Abilities |
|---|
| Marker Beacon:
Tau units deployed by means of the deep strike rule to a point visible to the Devilfish may re-roll the scatter dice. Note that the Devilfish must already be on the table at the start of the turn for the marker beacon to be used. |
| Scouts:
After both sides have deployed (including infiltrators), but before the first player begins his first turn, any scouts may make a normal move. This is done exactly as in their Movement phase, except that during this move, scouts must remain more than 12" away from any enemy. If both sides have scouts, the players roll-off and the winner decides who goes first, and then alternate moving these units. If a unit with this ability is deployed inside a dedicated transport vehicle, it confers the scout ability to the transport too. This rule also confers a special outflank move to units of scouts that are kept in reserve. |